Neverwinter Nights
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Roach_666




Posts: 1299
Location: Hell in its Alpha Build
PostPosted: Mon, 26th Mar 2018 16:40    Post subject:
I found this the most interesting:

Quote:
This is a small collection of overrides for the Hall of Justice created by an environmental artist at Beamdog.com to showcase what is made possible by improvements opened up to the modding community in Neverwinter Nights: Enhanced Edition.


http://steamcommunity.com/sharedfiles/filedetails/?id=1332623230
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7thunders




Posts: 1480

PostPosted: Tue, 27th Mar 2018 20:11    Post subject:
Neverwinter.Nights.Enhanced.Edition-CODEX

Neverwinter.Nights.Enhanced.Edition.DLC.Pack-CODEX
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lolozaur




Posts: 26310

PostPosted: Wed, 28th Mar 2018 08:15    Post subject:
how do you modify the ui scale? ive got min max 1
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Immunity




Posts: 5628

PostPosted: Wed, 28th Mar 2018 08:30    Post subject:
lolozaur wrote:
how do you modify the ui scale? ive got min max 1


Options-->Video Options-->Resolution and UI Scaling.

Mine shows Min:1,Max2 at 1920x1080 144hz resolution. Maybe it depends on the aspect ratio of the resolution you're trying to use whether or not it let's you change it?

Also, under Options-->Advanced Video Options you've got a checkbox to "Use High Resolution Font".


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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lolozaur




Posts: 26310

PostPosted: Wed, 28th Mar 2018 08:43    Post subject:
https://www.nexusmods.com/neverwinter/mods/819 i put this, its better for me
Good thing portrait packs work also
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Bendi




Posts: 3396

PostPosted: Wed, 28th Mar 2018 10:10    Post subject:
Nice, I guess. Good thing saves are backwards compatible, might give this a try.


I actually liked the vanilla campaign


sin317 wrote:

typical jew comment
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Nodrim




Posts: 9598
Location: Romania
PostPosted: Wed, 28th Mar 2018 10:39    Post subject:
The original campaign was serviceable, it was fun and action packed, a good way to explore some of the iconic places of Faerun. The expansions on the other hand were much better from an RPG perspective, I enjoyed them tremendously. I think I finished the game + expansions at least 3 times. Laughing
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lolozaur




Posts: 26310

PostPosted: Wed, 28th Mar 2018 12:47    Post subject:
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Bendi




Posts: 3396

PostPosted: Thu, 29th Mar 2018 06:16    Post subject:
Huh, I'm ok with this enhanced edition. They added some engine improvements, didn't turn the half-orc hench into a flaming gay nonbinary transsexual (with a tragic story of being abused by his cis nohomo orc father), kept compatibility with mods and saves (just checked, no problems) and will continue development.

Too bad they also put DRM, did nothing for videos and the scaling is pretty half-assed.
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Immunity




Posts: 5628

PostPosted: Thu, 29th Mar 2018 23:06    Post subject:
Doesn't seem to enhance much aside from the textures.

The UI's an ugly and archaic fucking mess, as all they did was give you the option to double it's size. They could have redone the UI to modern standards - but that's too much work apparently.

FMV's play in their original format, the size of a postage stamp on a 1080p native screen.

Companion AI is still worthless as well - either you set them to attack nearest/guard me and have them run halfway across the map aggroing shit that you're not ready for, or you set them to follow and have to engage them manually in each battle. What's worse, if you're a sorcerer or any class with a familiar or pet, said pet will aggro locked chests every time you click on one, with no option to stop them from doing it.

I have fond memories of this game, but I'll be damned if those weren't some rose tinted glasses in terms of the archaic game-play mechanics when it comes to UI and party management. Sad


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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Bendi




Posts: 3396

PostPosted: Thu, 29th Mar 2018 23:43    Post subject:
They also did not fix bugs, so you still need the unofficial 1.72 patch (it's already been adapted to EE)

They did say this is a work in progress, they're planning on rolling out changes in future updates. What Roach_666 posted does look kinda impressive for Aurora.

But right now it's their laziest attempt at an EE.


sin317 wrote:

typical jew comment
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blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Mon, 4th Jun 2018 19:51    Post subject:
As this seems to be the official NWN EE thread for now, Beamdog convinced Ossian to do a remaster for their free premium module, Darkness over Daggerford.

Now on sale on Steam, since 1st of June, with a separate soundtrack for more milking

http://www.ossianstudios.com/dod

https://store.steampowered.com/app/854960/Neverwinter_Nights_Enhanced_Edition_Darkness_Over_Daggerford/

https://store.steampowered.com/app/854961/Neverwinter_Nights_Darkness_Over_Daggerford_Official_Soundtrack/
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lolozaur




Posts: 26310

PostPosted: Tue, 6th Aug 2019 20:50    Post subject:
Neverwinter Nights: Enhanced Edition Development Build 8188
Hello everyone!

This development patch brings in a features that lay the groundwork for a followup patch to the stable branch.

We are releasing this to the dev branch now so that you can help us test it and provide feedback on the direction things are taking. Thus, this patch contains a lot of experimental features with moderate chance for breakage.

Please report any issues you might face on our bug tracker - https://support.baldursgate.com/projects/nwn-ee-public-bugs.

We're aware it's been a long wait since our last patch. Thank you for your patience! We assure you, we are still hard at work on Neverwinter Nights: Enhanced Edition.

Please note that this patch does not represent the full set of features we are working on. Instead, we have split away partial changes so that the community could test and evaluate them while we’re working on other features including the new graphics rendering engine, improved NWSync capabilities, and softening up more parts of the ruleset.

This patch introduces backwards-breaking changes to save games and character files (specifically, the Red Dragon Disciple). Please read the patch notes carefully and make backups of your saves and characters.

Known Issues/Caveats in this patch

Networking relays are still nonfunctional. We will have to address further-reaching changes to the network protocol for the upcoming console release. Any related fixes and features, such as better NAT traversal, have been postponed for now.
Rendering console text (the yellow debug console) sometimes renders white squares instead.
Old CampaignDB files ("CodeBase", "Bioware DB", "FoxPro", etc) remain unreadable (for now, see below).

Features

Both client and server are now 64bit binaries. We do not provide 32bit binaries anymore as of this patch. (The binary directories in the game install are now misnamed; we didn't change this yet but will in a future patch.)

Achievements have been added to the Steam release. These are the same as have been available on Android for a while. There is a Debug UI panel that allows you to clear previously-achieved achievements if you’d like to start fresh. Please note that they will remain flagged as Hidden until support for them hits the stable branch.

CodeBase (“Bioware Campaign Database”) has been replaced with sqlite3, as the old database code would not work when compiled with a 64bit compiler. Moving forward, we will be writing new, minimal code to import existing CodeBase entries; but for now, old data remains inaccessible. All new database files end up in the database/ directory in your user home. They have the extension .sqlite3.

A debug UI for advanced users to showcase experimental new features and UI scenes has been implemented (Ctrl+Shift+F12 to access).

A new configuration system has been put in place. Most client and server config is now stored in a file called settings.tml, instead of nwn and nwnplayer ini.
A lot of new configuration keys have been added, too numerous to list here.
Configuration will be imported from ini files. Once imported, the .ini will not be written anymore (but left in place in case you want to go back to a previous build).
All configuration keys can be overridden via ENV variables (useful for automated server setups), like so: NWN_CONFIG_SET_key, where key is the fully-qualified configuration key.
Some configuration still remains in .ini files; these will be migrated as we go along.
The .tml file is in TOML format and has a full schema embedded for better introspection and tool-based editing.
The debug UI offers access to the full new configuration system.

Networking/Crypto: Servers can now have fixed identities that persist between restarts. This identity is stored in a file named “cryptographic_secret” in the user home. Leaking this identity allows others to impersonate your server, much in the same way as leaking a private CD key. Favourites and History storage will now use server identities if available, so that floating IP/port servers can be found again easily.

The game now defaults to windowed mode (instead of exclusive fullscreen) on new installs.
The game will now remember the window position between restarts when in windowed mode.
A simple frame limiter has been added, which can be used to reduce CPU/GPU usage on battery-constrained devices. It is accessible through the Debug UI as explained below.
Walking/Running with shift held down is now an invertible config toggle. This is also accessible through the Debug UI.

NWSync now automatically purges outdated server manifests, removing stale and unneeded data. Manifests are considered outdated if they are coming from the same server URL and carry the same group_id (see NWSync documentation).
NWSync can now download offline modules from preconfigured servers. This is a experimental feature and only accessible via the Debug UI, and requires adding a specially-prepared repository.
The debug UI offers to purge unwanted nwsync manifests and all associated data. This will eventually be turned into a more user-friendly UI.

Music and ambient sounds are now loaded through ResMan and can thus be in hak and nwsync.
The game will now read plain mp3 files (the .bmu extension rename is still required, because this extension is used in all existing resources/haks).
The game user home (i.e. Documents/Neverwinter Nights) is now provisioned “development” directory, which detects changes and content is reloaded at runtime. This directory sits at the very top of the resources search path (unlike override/, which is sitting below ERF containers such as HAKs).
NB: This content reload only affects resource types that are not cached. For example, it can be used to inject scripts or GFF data, but not replace textures on the fly.
ResMan resource management and priorities has been rewritten. The debug UI can show this to you.
[Linux/Mac only] The game can now optionally mmap() all core game resources. This speeds up loading times drastically on some systems. This is turned off by default.

We have added a script command to JIT-compile and run a chunk of NWScript.
We have added functionality that allows attaching UUIDs to objects. These UUIDs are persisted to GFF and can be used by authors to identify items across module restarts, among other use cases.
Script calls that serialise/deserialise objects (StoreCampaignObject and CopyObject as of now) can now work with the following object types: Creatures, Items, Placeables, Waypoints, Stores, Doors, Triggers.

Fixes

C++: Thousands of cases of undefined behaviour have been addressed. A lot of code duplication has been removed in the process.
KTX texture loading order has been fixed.
The Load/Save dialogue now properly removes savegames from the resource manager when exiting the UI.
GL Render Culling was fixed (i.e. flickering trees and keyholing showing backfaces of geometry instead of punching through).
We fixed invalid user savegames being deleted on read errors; for example when erroneously storing savegames in subdirectories, or when AV denies access to reading the .sav.
Automatic tangent generation has been fixed.
Steam CD key retrieval should be more robust; and in the case of errors, will emit a useful support token that can be used to follow up with Beamdog.
A memleak in script evaluation was fixed.
SetPhenoType: The constraint condition was too narrow in clamping the phenotype; this has been fixed.
SetName() on areas now sends the configured language, instead of English.
The rather arbitrary builtin effect icon limit has been removed.
Object Visual Transforms: We now send VTs for newly-created doors and placeables. Some inefficiencies in network updates have been removed.
Material Shader Params: Some inefficiencies in network updates have been removed.
The server now waits 3 seconds before attempting to list with the master, allowing a module to load in non-interactive use.
Running a local multiplayer game now should never reject the primary player if the master is unreachable.
A case where arturo texture animations failed to animate has been addressed.
A bug in the creature serialisation code (for StoreCampaignObject) has been addressed where it would erroneously embed transient object IDs for inventory items, resulting in issues when loading this creature again in a persistent world setting.
A nullptr deref crash related to funny/zombie-walking a player was fixed.
A nullptr deref crash when clicking placeables without a valid player creature was fixed.
A thread race crash during sound system initialisation was fixed.
A nullptr deref crash when the server sends a weapon switch request for a creature where the model did not yet load was fixed.
A selection of nullptr deref crashes when the server sends a creature update for a non-existing creature were fixed.
A case where encounters containing creatures only of the same CR would fail to select the proper amount/difficulty was fixed.


Ruleset

classes.2da: New column StatGainTable. This column contains a table that describes ability and natural AC progression per level.
Palemaster Natural AC progression has been changed to use this mechanism.
Dragon Disciple Natural AC and Ability progression has been changed as well. As a consequence of this change, existing creatures will be stripped of their baked-in modifiers; thus changing characters/saves irreversibly and making them invalid with older game versions. Character changes are tracked in the character file itself: A new field “DataMigration” has been added to the GFF CreatureStats struct to accommodate this. In the interest of transparency, changes made to character files are published in the patch notes, below. If you want to return to a previous game version, make sure to create a backup first.
racialtypes.2da: New columns to configure extra skill points and feats at first level.
racialtypes.2da: New columns to configure the skill points modifier at first level.
racialtypes.2da: New columns to configure Ability Point Buy.
racialtypes.2da: New columns to configure normal feat progression.
ruleset.2da: New 2da added that contains a set of builtin ruleset defines. These defines were previously hardcoded in the game engine and are now overridable on a per-module basis. No explicit guarantees of functionality are given due to their scope and amount; however we will gladly listen for feedback on what works, what doesn’t work as expected, and what needs changing to accommodate further use cases. We reserve the right to change and remove entries with future patches.

You can find all of these files in the game installation directory, subdirectory ovr/.

Irreversible character data migrations in this patch

DataMigration < 1: Dragon Disciple Class:
if (level >= 10) STR -= 4;
if (level >= 4) STR -= 2;
if (level >= 2) STR -= 2;
if (level >= 7) CON -= 2;
if (level >= 9) INT -= 2;
if (level >= 10) CHA -= 2;
// Note: Natural AC was already calculated at runtime and not persisted to character data.


New Script Commands

// Execute a script chunk.
// The script chunk runs immediately, same as ExecuteScript().
// The script is jitted in place and currently not cached: Each invocation will recompile the script chunk.
// Note that the script chunk will run as if a separate script. This is not eval().
// By default, the script chunk is wrapped into void main() {}. Pass in bWrapIntoMain = FALSE to override.
// Returns "" on success, or the compilation error.
string ExecuteScriptChunk(string sScriptChunk, object oObject = OBJECT_SELF, int bWrapIntoMain = TRUE);

// Returns a UUID. This UUID will not be associated with any object.
// The generated UUID is currently a v4.
string GetRandomUUID();

// Returns the given objects' UUID. This UUID is persisted across save boundaries,
// like Save/RestoreCampaignObject and save games.
//
// Thus, reidentification is only guaranteed in scenarios where players cannot introduce
// new objects (i.e. servervault servers).
//
// UUIDs are guaranteed to be unique in any single running game.
//
// If a loaded object would collide with a UUID already present in the game, the
// object receives no UUID and a warning is emitted to the log. Requesting a UUID
// for the new object will generate a random one.
//
// This UUID is useful to, for example:
// - Safely identify servervault characters
// - Track serialisable objects (like items or creatures) as they are saved to the
// campaign DB - i.e. persistent storage chests or dropped items.
// - Track objects across multiple game instances (in trusted scenarios).
//
// Currently, the following objects can carry UUIDs:
// Items, Creatures, Placeables, Triggers, Doors, Waypoints, Stores,
// Encounters, Areas.
//
// Will return "" (empty string) when the given object cannot carry a UUID.
string GetObjectUUID(object oObject);

// Forces the given object to receive a new UUID, discarding the current value.
void ForceRefreshObjectUUID(object oObject);

// Looks up a object on the server by it's UUID.
// Returns OBJECT_INVALID if the UUID is not on the server.
object GetObjectByUUID(string sUUID);
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0wen




Posts: 3566

PostPosted: Tue, 6th Aug 2019 21:04    Post subject:
I still wish they would show what to expect with the new graphics rendering engine that they have been teasing for so long. They had a few HD models they released last year to the workshop as proof of concept but I do not think they ever mentioned if the plan was to redo all the models in that style or just hope the modders do that for them.
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ixigia
[Moderator] Consigliere



Posts: 65081
Location: Italy
PostPosted: Wed, 1st Dec 2021 23:20    Post subject:
For what it's worth, a few days ago they finally released the upgraded models and textures:

https://store.steampowered.com/news/app/704450/view/3109168049657787421
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0wen




Posts: 3566

PostPosted: Fri, 3rd Dec 2021 04:08    Post subject:
ixigia wrote:
For what it's worth, a few days ago they finally released the upgraded models and textures:

https://store.steampowered.com/news/app/704450/view/3109168049657787421


Thanks for the heads up, I will have to give this a try. It is kind of dumb though that they do not have it as a free DLC upgrade on Steam but instead force you to download the files from their site.
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